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Darwinbots 3 Progress

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Numsgil:
My thought at the moment is to mimic sexual reproduction of fungii.  Have it so bots are normally haploid, but they can "fuse" to form one diploid bot, with the parent's DNA sort of fighting for control.  Then that diploid bot can split again later in to two haploid bots.  With stranger mixes on that theme possible too.

Prsn828:
Actually, I don't think we are too worried about that at the moment.

To be honest, I feel like a sort of collision-time method, where a male builds up sperm, and has it transferred while in contact with a female, would be quite effective.  Some measure of fertility, and a sort of timer, could be used to determine when the female (or male, if we do this like seahorses) gives birth, and to whom's child.

Actually, I think this will depend mostly on how the DNA is handled in some of the post M1 versions.  For instance, in the real world there are several hybrid animal species, the liger and tigon being prime examples.  The reason this can happen is due to the minimal difference in chromosome numbers, but since the hybrid usually ends up with an odd number of chromosomes, it is generally infertile.  A system like the one in real life, using chromosomes, would probably help with multibots and with sexual reproduction.

Assuming bots could purposely divide with only certain parts of the DNA being copied, certain cells could have unique functions.

Realistically, we are quite a way away from implementing something like this, but I do think it is something to strive for.

bacillus:
So what substances are being used ATM? I thought the idea of digesting chunks of soil for minerals that can be regurgitated was fun, as it could be used to build 'nests' and physical shells.

Numsgil:
Nothing atm.  For Milestone 1 bots will have maybe nrg, chloro (or leaves) for photosynthesis, muscles for moving and feeding, and fat for energy reserves, and that's it.  No shell or slime or anything else yet.  Just wanted to make things as simple as possible for a first version.

I'll expand that later to allow bots to build shell, etc.  And to dig into shapes ("soil") to form nests.  And maybe connect the two so shell is built from what is excavated from shapes.

ikke:
What would help to create a more complex environment is by allowing different shapes in a sim to have different physical properties. We could make a beach: two triangles (one water one land) and one rectangle (air), all having their own parameters for physics (like drag, viscosity, buoancy). This is all feasable by making the physics part of the shape and not the sim.

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